Showing posts with label Baldur's Gate 2 - Shadows of Amn. Show all posts
Showing posts with label Baldur's Gate 2 - Shadows of Amn. Show all posts

Saturday, February 7, 2009

Baldur's Gate 2 - Shadows of Amn NPC List

Contents:
I. Introduction
II. Non-Playable Character List
Good Aligned Characters
Aerie
Imoen
Keldorn Firecam
Mazzy Fentan
Minsc (and Boo)
Nalia de' Arnise
Valygar Corthala
Neutral Aligned Characters
Anomen Delryn
Cernd
Haer Dalis'
Jaheira
Jan Jensen
Yoshimo
Evil Aligned Characters
Edwin Odesseiron
Korgan Bloodaxe
Viconia deVir

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I. Introduction

Welcome all! This is the first FAQ that I have written, so bear
with me. As you should already know, this is a NPC List for Baldur's Gate 2:
Shadows of Amn. Hopefully you find it organized and easy to follow because
that is what I focused on. I absolutely hate reading through a chaotically
formatted FAQ or walk through. I can see the reasons behind some of them,
though, as I had a heck of a time with margins in this one. Well, since
this is my first FAQ I would appreciate the sending of comments, errors,
or suggestions. My e-mail address is Brokenwyngz@hotmail.com. Just be
sure you write GameFAQS in the subject. Anyways, in this FAQ you will
find MANY MAJOR SPOILERS! It lists the statistics for each character,
along with their location, their biography, their ending, and if possible,
their romantic ending.
Thanks for reading!


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II. Non-Playable Character List


Good Aligned Characters


*Aerie*
-Race: Elf
-Sex: Female
-Class: Cleric/Mage
-Alignment: Lawful Good
-Str:10 Dex:17 Con:9 Int:16 Wis:16 Cha:14
-Location: Aerie is found inside the Circus Tent in
Waukeen's Promenade.
If you make Aerie leave the party she can be
found again in the Circus Tent.
-Biography: When asked about her past, Aerie becomes
silent for a time, obviously saddened by the memory.
She lived amongst the Avariel, the winged elves, and
was captured by slavers when she was still very
young. She shudders when she speaks of her first
years in the circus, on display in a cage that
restricted her movements to the point that her
wings atrophied. They became infected... and Aerie
can barely speak of the night she was taken out of
her cage and her wings were sawn off brutally to keep
her alive. She was no longer of use to that circus,
and were it not for the kindness of Quayle she
surely would have died. He restored her to health
and gave her a reason to continue living, and out
of respect for his generosity she learned the
devotion of the gnomish god Baervan Wildwanderer.
She speaks of Baervan with affection, yet still
pays tribute to Aerdrie Faenya, and approaches life
outside of the circus with a combination of
wide-eyed innocence and wonder mixed with an inborn
determination to fight against injustice.
-Ending: Aerie continued adventuring after leaving
(Hero's) company, driven in her travels to oppose
slavery in any form. Her compassion grew tainted
by revenge, however, revenge for what had been taken
when she was in chains.She might have lost herself
entirely had she not stumbled across a group of
Avariel winged elves enslaved in Cormyr. They
compelled her to come to Faenya-Dail, the home
she was originally stolen from, and she learned much
while there. Most importantly, she learned she was
no longer of them, and stopping pining for wings she
wouldn't use anyway. Aerie eventually became a high
priestess in Understone, a gnomish village her mentor
Quayle had sometimes spoken of. He had been her true
family, and it was among his people that she finally
found peace.
-Romantic Aerie and (Hero) would prove inseparable,
Ending: their adventuring careers becoming secondary to the
raising of their son, and eventually a daughter as
well. Their later years would hold one last great
trek, however, as Aerie still suffered a sadness from
herntime enslaved and the loss of her wings. Together
she and (Hero) sought out the Avariel of Faenya-Dail,
the winged elves she was stolen from so long ago.
They discovered not only her people, but loving
parents that had spent years searching for their lost
child. With no more mystery of confusion to cloud
their lives, it was there, among the clouds, that
Aerie and (Hero) would finally be married. Their
union, it is said, was blessed by visions of
Aerdrie Faenya and Baervan Wildwanderer both.


*Imoen*
-Race: Human
-Sex: Female
-Class: Thief/Mage
-Alignment: Neutral Good
-Str:9 Dex:18 Con:16 Int:17 Wis:11 Cha:16
-Location: Imoen is found at the beginning of the game
in Irenicus' Dungeon. She helps you to get
free of your cage.
-Biography: Imoen chuckles when you ask her about her
past, assuming that you are just trying to
keep her mind on happier times and places.
She indulges you, and certainly does cheer up
when speaking of how you spent your youths
together in Candlekeep. She arrived there that
same as you, in the company of your foster
father Gorion, but despite this similarity
she grew up much more carefree than you did.
Indeed, her lighthearted outlook has long
kept her immune to the hardships of the
world, though the dark confines and horrors
of your current location have definitely taken
their toll.
-Ending: And what of Imoen, the eternal child? She
had long stood in the shadow of (Hero), but she
was her own person, and would find fate where she
pleased. She returned to Candlekeep for a time, her
formidable skill in magic granting a greater
appreciation for its tomes. It was smaller than she
remembered, however, and she did not stay long. Later
she was seen in such vaunted company as Khalben
"Blackstaff" and Elminster, by all accounts
encouraging them to not be such stick-in-the-muds.
Her influence grew over time, and she may have
founded a thieves' guild that now operates all
the way to Neverwinter. When asked of this she always
answered with a smile of purest innocence. "Heya,"
she would say, "it's just me, Imoen."


*Keldorn Firecam*
-Race: Human
-Sex: Male
-Class: Inquisitor
-Alignment: Lawful Good
-Str:17 Dex:9 Con:17 Int:12 Wis:16 Cha:18
-Location: Keldorn is found in the Cult of the Unseeing
Eye in the Temple District.
-Biography: When asked about his past, Keldorn sighs and
is forced to think for a moment before counting the
number of years he has been a paladin of Torm in
the service of the Most Noble Order of the Radiant
Heart. He has battled to protect the defenseless
and punish the evil on more occasion than he can
recall. A seasoned veteran with the scars to prove
it, Keldorn speaks wistfully of retirement in the
future and the opportunity to spend more time with
his family. Upon their mention, however, Keldorns
attention wanders and grows grim. Duty is more
important than personal considerations, he whispers
harshly, so long as the Order has needs for him.
-Ending: Keldorn Firecam thought his travels with
(Hero) marked the end of his active career, both as
an adventurer and in service to the Order. He retired
to Athkatla, hoping to live in as much peace as an
old warrior can expect, but the call to serve came
one last time. It was years later, and Amn was
besieged by giants. In his 60th winter, Keldorn and
five knights held a strategic pass until the main
Amnish force could arrive. He won the day, but his
wounds were severe and the old paladin fell on
battlefield. As his knights watched, the hand of
Torm descended upon the scene, and when it departed,
Keldorn was gone. From that day, visions of the
True God were accompanied by the stalwart ghostly
form of Keldorn at his right hand.


*Mazzy Fentan*
-Race: Halfling
-Sex: Female
-Class: Fighter
-Alignment: Lawful Good
-Str:15 Dex:18 Con:16 Int:10 Wis:13 Cha:14
-Location: Mazzy is found in Shade Lord's Dungeon in the
Temple Ruins.
If you make Mazzy leave the party she can be
found again in Trademeet.
-Biography: When asked about her past, Mazzy proudly
states that she has spent numerous years adventuring
around Amn with her other halfling comrades, basing
out of her home of Trademeet. The thought of Patrick
and her other companions and their fates brings a
shadow across her face, however. Mazzy is a dedicated
servant of Arvoreen, the halfling goddess of war, and
she resents the common perception by the bigger races
that the stout folk cannot defend themselves or act
with valor. If she could, Mazzy would be a paladin
and battle against evil in Faerun with the full power
of her goddess to aid her.
-Ending: The perils that Mazzy Fentan faced at the
side of (Hero) did nothing but dissuade her thirst
for adventure. In fact, it was not long after the
events in Tethyr that she formed the Fentan Knights,
a stalwart band of heroes that spawned tales across
the Realms. They battled trolls to save endangered
towns, turned back tides of orcs to preserve ancient
forests, and faced a rogue dragon in its own lair
just to make the world a better place. Their legend
was larger than life, especially so for Mazzy, and
it was said on occasion that if valor were inches,
she'd be twenty feet tall. For all her risks, Mazzy
eventually passed peacefully at a ripe old age,
knowing she could take pride in everything she had
done.


*Minsc (and Boo)*
-Race: Human
-Sex: Male
-Class: Ranger
-Alignment: Neutral Good
-Str:18/93 Dex:16 Con:16 Int:8 Wis:6 Cha:9
-Location: Minsc is found at the beginning of the game
in a cage in Irenicus' Dungeon. Once you anger him
enough to break free he will join you.
If you make Minsc leave the party he can be
found again in the Copper Coronet.
-Biography: When asked about his past, Minsc proclaims
that he is a berserker warrior from the nation of
Rasheman in the utter east, though his affinity
for animals speaks to his skill as a ranger as well.
He originally came to the Sword Coast on a dejemma, a
ritual journey to manhood, as the bodyguard of a
young Wychalarn of Rasheman named Dynaheir. To his
shame, Dynaheir is now dead, and he fears that the
doors of the honored Ice Dragon Berserker Lodge are
forever closed to him. This personal tragedy has
obviously not strengthened Minsc's hold on reality,
as evidenced by his continued dependence on his
animal companion "Boo", a creature that he claims a
miniature giant space hamster. Apparently such
things do exist somewhere in the Realms, but Minsc
has surely taken too many blows to the head.
-Ending: With the saga of Bhaalspawn closed Minsc
fulfilled a long promised oath. He returned to
Rashemen, hoping to regale the Icedragon Berserker
Lodge with tales of his deed, and earn a place
within its hallowed halls. His words were not
needed. Every tavern in Faerun had a bard singing of
the valiant ranger, and he was a welcome hero.
Eventually he formed his own adventuring company,
the Justice Fist, striking fear in the hearts and
faces of evil until, in his advancing age, he again
set out across the Realms... and disappeared. And
what of Boo? Well, what is Minsc without Boo? The
two would never be separated, and some say they are
together still, up amongst the stars where hamster
are giants and men become legends.


*Nalia de'Arnise*
-Race: Human
-Sex: Female
-Class: Mage/Thief
-Alignment: Neutral Good
-Str:14 Dex:18 Con:16 Int:17 Wis:9 Cha:13
-Location: Nalia is found in the Copper Coronet.
If you make Nalia leave the party she can
be found again in near the de'Arnise Hold.
-Biography: When asked about her past, Nalia is a bit
hesitant. She comes from a wealthy land-owning
family headed by Lord de'Arnise, and while she
speaks of her relatives with affection, the fact of
her upbringing seems to embarrass her at the same
time. Nalia clearly identifies more with the
"poorer classes"... but also looks upon them with
the eyes of the privileged. She has been educated
and taught the magical arts, as per her dead
mother's wishes, but Nalia states that her years of
sneaking out of the castle have taught her the
other side of life as well. She still has much to
learn about life beyond her castle, however, and
she knows it... and she is sure adventuring is the
answer.
-Ending: Nalia grew quite powerful after her
association with (Hero). Initially she traveled,
learning magical lore and making influential
friends, but after years she returned to Amn and her
family home of d'Arnise Hold. She found it in control
of none other than Isaea Roenall, but she was no
longer the wayward child that he had expected,
and single-handedly brought him to justice for his
indiscretions. She declared herself the inheritor of
her father's ducal title, becoming a beloved ruler,
respected archmage, and eventually earning a seat on
the Amnish Council of Six itself. She would become a
prominent figure in Amn for many years, constantly
fighting for the good of common folk and made many
frustrated enemies among the nobility and Cowled
Wizards both.


*Valygar Corthala*
-Race: Human
-Sex: Male
-Class: Stalker
-Alignment: Neutral Good
-Str:17 Dex:18 Con:16 Int:10 Wis:11 Cha:10
-Location: Valygar is found in a cabin in Umar Hills.
If you kick out Valygar he can be found again in
his cabin.
-Biography: When asked about his past, Valygar is silent
for a long time and his face becomes grim. He
explains briefly that he is the last of the Corthala
noble line, a family that was once one of the
wealthiest in Amn. The Corthalas have always been
cursed with magical ability, however, and Valygar
spits the words with great derision. Every Corthala
who has used their magical talents has become obsessed
with them and ultimately come to a grievous end. His
mother was the most recent victim, although the
ranger does not elaborate on the point. Valygar
intends to fulfill his family's oath to find and
destroy their ancestor, Lavok, and then he intends
to let his cursed bloodline die out once and for
all.
-Ending: Valygar continued adventuring for several
years after the Bhallspawn saga, travelling among the
wilds and becoming a common sight near Waterdeep. In
time he would retire to Athkatla, content to assume a
contemplative life on his family estate, but admirers
among nobility would not let him rest. He was
pressured into assuming the title of Chief Inspector,
a responsibility he didn't want, but corruption
within the city soon gained his ire. Surprising even
himself, Valygar became an effective leader, and it
was this term in office that truly restored the
Corthala family name. Valygar eventually married, and
his only son, the pride of his life, took the lessons
of the father to heart. He would go on to lead the
Cowled Wizards, becoming its greatest agent of reform.


Neutral Aligned Characters


*Anomen Delryn*
-Race: Human
-Sex: Male
-Class: Fighter/Cleric
-Alignment: Lawful Neutral
-Str:18/52 Dex:10 Con:16 Int:10 Wis:12 Cha:13
-Location: Anomen is found standing around in the Copper
Coronet.
If you make Anomen leave your party he can be
found in the Copper Coronet.
-Biography: When asked about his past, Anomen is quick to
state that he has been serving the Most Noble Order
of the Radiant Heart for years, and after his Test
he will become a true knight. Anomen is reluctant,
however, to speak of his noble upbringing, saying
only that he entered the Order without the support
of his father, Lord Cor Delryn. Since he could not
be sponsored as a squire, Anomen chose the route of
the warrior and priest of Helm, the god of guardians,
and has fought many battles over the years against
forces of evil. Anomen often says that he is
confident that he will prove worthy of his knighthood,
but sometimes seems to be trying to convince himself
of that fact more than anyone.
-Ending: Anomen was troubled after his time with
(Hero's) company. He had closely witnessed the dark
power inherent in the Bhaal child, and no matter
(Hero's) intent, it caused a crisis of faith. His
confidence in Helm shaken, Anomen traveled without
aim until arriving in the frontiers of Maztica.
This was during the revolt of Yamash, an evil cleric
that raised a demonic conquering horde. Anomen was
drawn into the conflict, helping to organize the
besieged Maztican soldiers, but then found he could
not effectively train them with speaking of his duty
and the role of a guardian he must play; he was
teaching the doctrine of Helm, and understanding
it more as he did. In the end, his words rang true,
and Yamash fell to the disciples of Anomen, a new
Order for a new land.
-Romantic Anomen and (Hero) continued adventuring until
Ending: they were known as heroes almost everywhere they went.
So prolific were their careers that the proposed date
of the wedding kept getting moved back, either due
to impending crisis or some lucrative adventure that
one or the other would insist on investigating.
Finally a date approached that both (Hero) and her
beloved were determined to keep, and the much
heralded event drew heroes and dignitaries from across
Faerun. The couple had touched the lives of many, and
those people arrived in droves to watch Elminster
himself unite the two in one of the grandest
ceremonies the city of Baldur's Gate had ever
seen. Anomen and (Hero) retired from public life
shortly thereafter, although, if tales be true, their
adventures never truly ended.


*Cernd*
-Race: Human
-Sex: Male
-Class: Shapeshifter
-Alignment: True Neutral
-Str:13 Dex:9 Con:13 Int:12 Wis:18 Cha:15
-Location: Cernd is found in the cellar dungeon in the
Mayor's house in Trademeet.
If you kick out Cernd he can be found in the
Druid Grove.
-Biography: When asked about his past, Cernd declares in
a steady and modest tone that it has been his honor
to serve nature in whatever capacity she did call
upon him. It is clear that he is a dedicated
servant, and though his demeanor is contemplative
and well measured, you are certain that he would
not hesitate to risk himself if it would best serve
the greater balance.
-Ending: With his guidance no longer needed, Cernd left
(Hero's) company and reunited with his son, Ahsdale.
His duty to nature constantly called him away, however,
and the boy grew bitter. Years later Cernd acquired
the title of Grand Druid, but stopped the ascension
when he learned that his long-estranged child now
wielded twisted magics, and commanded an army now
threatening the Sword Coast. Cernd abdicated, citing
that he could not hold such a responsibility when
grossly deficient in his personal obligations. Neither
Cernd nor Ahsdale would survive when they finally
met in battle. They were strangers to each other,
and the only common ground they found was where they
fell, a spot that gave rise to a wondrous oak that
turns the gravest of reds at season's change.


*Haer Dalis'*
-Race: Tiefling
-Sex: Male
-Class: Blade
-Alignment: Chaotic Neutral
-Str:17 Dex:17 Con:9 Int:15 Wis:13 Cha:16
-Location: Haer Dalis' is found in Mekrath's Tower.
If you make Haer Dalis' leave the party he
can be found again in the Five Flagons.
-Biography: When asked about his past, Haer Dalis' states that
he is from the city of Sigil, a nexus of planes and
the ever changing domain of the Lady Pain. He
claims he cannot explain it better than that, as
the planars defy description by their very nature.
Haer Dalis' traveled with a troupe of players,
tieflings of plane-touched heritage like he, and
they put on masterful productions to amuse both
cambion and common berk alike. An indiscretion led
to the troupe fleeing to the Prime Material
Plane... here... which didn't bother Haer Dalis'
much. He says that he is a Doomguard, believing in
the inevitable decay of all things to make way for
the new. The troupe has divided, but the tiefling
bard is confident that new experience can only come
from it.
-Ending: Haer Dalis' found traveling with (Hero) a fine
introduction to the Realms, and once they parted
company he was eager to see more. He visited such
varied locales as Waterdeep, Neverwinter, and Thay,
eventually fleeing each one after innocently immersing
himself in local troubles. Later he would befriend
a female Cambion and return with her to the Abyss,
only to unintentionally end up leading a revolt on
several layers of the hells. For a time, Haer Dalis'
was the most-hunted man among the planes, but the
ire of his enemies could not match his wanderlust,
and he eventually found his way back to the City of
Sigil unharmed in any permanent fashion. There he
rejoined Raelis' acting troupe and was pleased to
finally settle down - until the next misunderstanding,
of course.


*Jaheira*
-Race: Half-Elf
-Sex: Female
-Class: Fighter/Druid
-Alignment: True Neutral
-Str:15 Dex:17 Con:17 Int:10 Wis:14 Cha:15
-Location: Jaheira is found at the beginning of the game
in Irenicus' Dungeon.
If you make her leave the party she can be
found again near the Harper's base.
-Biography: When asked about her past, Jaheira glares as
she speaks. She says that she was born in the Tethyr
region to a loyalist of the King Alemander regime,
unfortunately during the Tethyrian civil war. Her
family was among the nobles targeted by the angry
mobs of peasants, and she was only spared because a
servant girl took her from their castle before it
fell. An enclave of Druids in the forest of Tethyr
was willing to grant shelter, and Jaheira grew up
headstrong in their care. She believes the only way
to protect nature is to have an active role in the
world, but the cost of this dedication seems to
weigh heavily on her mind these days. She grows
quiet when you ask about recent events, and while
she gives the appearance of her normal,
strong-willed self, there is a look of doubt in her
eyes. It would seem that she has seen too many
friends fall to remain unaffected. She does not
like the subject, and lets it drop.
-Ending: The events of the Bhaalspawn saga affected
Jaheira deeply. It was her duty to protect the
greater balance of things, but in the years to
come she found an increased portions of that
fight occurring within her own mind. Witness to
great change while in (Hero's) company, she had
become acutely aware of how fleeting life was,
and how the loss of those she held dear ate away
at her thoughts. In time she would be known as a
tireless champion of balance, one that sometimes
acted in concert with the Harpers and sometimes
did not. Always, however, she remained distant
and guarded, never staying long in any place,
Jaheira would cross the realms thrice over, but
she never did return to Tethyr or the Sword
Coast.
-Romantic The years following the Bhaalspawn saga
Ending: kind to Jaheira. They couldn't be called
peaceful, by any means, but her relationship
with (Hero) weathered it all. Theirs was an
unshakable union, and while duty or adventure
might separate them for even years at a time,
they always returned to one another. Her friends
would marvel at how secure in this Jaheira
seemed to be, especially considering her initial
reluctance, but she would chuckle when looking
back on those first cautious days. After all,
she and (Hero) had literally been to hell and
back, and when the gods themselves couldn't
separate the two, what were simple months and
miles going to do? She lived long and well.
Not always with (Hero), but never truly apart
from him.


*Jan Jansen*
-Race: Gnome
-Sex: Male
-Class: Illusionist/Thief
-Alignment: Chaotic Neutral
-Str:9 Dex:17 Con:15 Int:16 Wis:14 Cha:10
-Location: Jan is found in the Government District.
-Biography: When asked about his past, Jan stops
tinkering with his gadgets and states that, despite
all claims to the contrary, turnip beer has wondrous
medical properties in addition to its fine taste.
-Ending: Jan Jansen's life following his
association with (Hero) was typically convoluted,
the barest of details hidden amidst his half-truths
and whole lies. According to his published memoirs,
"A Jansen in Every Port", after a short prison term
for monkey smuggling, he returned to his first
love... monkey smuggling. This led to the now infamous
Gibbon Riot of '72, a tumultuous and altogether
unclean event that seemed to center on the estate
of the Shadow Thief Vaelag. Jan would deny that he had
planned the downfall of the rogue, but he was unable
to explain what practical application he had intended
for a horde of knife-wielding simians. Nevertheless,
the death of the admittedly disliked Vaelag could not
be attributed to the young gnome. Strangely enough,
Jan had alibis for each and every second of the day
in question, and what a day it must have been!
Relative from across the Realms came forward to say
that he had stopped for tea and turnips. At his later
wedding to Lissa, Jan was asked how he managed to
be in so many places at once, and yet still so far
from the scene of the crime. "Well," Jan would say.
"When you have that many monkeys, anything is
possible."


*Yoshimo*
-Race: Human
-Sex: Male
-Class: Bounty Hunter
-Alignment: True Neutral
-Str:17 Dex:18 Con:9 Int:13 Wis:10 Cha:14
-Location: Yoshimo is found at the beginning of the game in
Irenicus' Dungeon. You will encounter him on the
second floor and he will propose co-operating to get
free of the place.
If you make Yoshimo leave the party he can be
found again in the Copper Coronet.
-Biography: When asked about his past, Yoshimo seems
disheartened that you are not already acquainted
with his reputation. By his own account, he is
apparently well known among people in the know,
both as a daring rogue and as a dashing man about
town. While the story sounds impressive, he seems
ungainly for such exploits, possibly a bit more
hapless than debonair. He wears it well, however,
and perhaps even capitalizes on it. He seems to
know that his kind of good-natured humor is well
appreciated by most everyone he meets.
-Ending: Yoshimo doesn't have an ending as he dies
during the game.


Evil Aligned Characters


*Edwin Odesseiron*
-Race: Human
-Sex: Male
-Class: Conjurer
-Alignment: Lawful Evil
-Str:10 Dex:10 Con:16 Int:18 Wis:10 Cha:10
-Location: Edwin is found in Mae' Var's Guildhall in
the Docks District.
-Biography: When asked about how he came to be in the
employ of the Shadow Thieves, Edwin sneers that it is
none of your business. In his opinion you are lucky
enough to have encountered him at all, and further
inquiries beyond this initial one will only serve
to tempt fates. Despite his obstinate nature, there
is a hint that his present circumstance is not all
that favorable, and his willingness to join with
you contradicts his supposed distaste for the
company of others. Edwin ignores speculation about
his recent past, but he does appear to place less
emphasis on the Red Wizard colors that he has so
brazenly displayed in the past. It is an
understandable act for a wizard traveler in the
mage-fearing Amn.
-Ending: Edwin gained great renown in his travels with
(Hero), and in the years following their association
he would exploit that infamy. In time he achieved
enough influence to subjugate even the Red Wizards
themselves, becoming the greatest leader they had
known in recent memory. Very recent memory, it turns
out, as he was deposed scant days later. Such is the
brief nature of Conquerors in Thay, practically
lining up for their turn of power. His only notable
appearance following this embarrassment was in a
battle with Elminster of Shadowdale himself, a short
affair that saw the end of Edwin's existence in the
Realms. Edwina, however, tends a bar in a Waterdeep
tavern. She is a bitter, bitter woman.


*Korgan Bloodaxe*
-Race: Dwarf
-Sex: Male
-Class: Berserker
-Alignment: Chaotic Evil
-Str:18/77 Dex:15 Con:19 Int:12 Wis:9 Cha:7
-Location: Korgan is found in the Copper Coronet.
If you make Korgan leave the party he can be
found again in the Copper Coronet, but he will only
join if you bribe him.
-Biography: When asked about his past, Korgan growls that
unless you want to end up like the members of his
last scum-sucking, traitorous party, you'd best
keep your over-curious nose to yourself. Seeing as
the dwarf is only slightly short of a necklace of
ears in proving his enjoyment of slaughter you
decide to obey his request.
-Ending: After leaving (Hero's) company, Korgan
Bloodaxe lived in as bloody a fashion as he could
manage. He took control of an entire dwarven clan,
killing their leader in secret and guiding their
revenge at a target of his choosing. He could have
lived in luxury, but his thirst for carnage was
immeasurable, and he stunned the Realm by pushing
deep into the Underdark. The blind fury of the
clan took even the dark elves by surprise, but
holding territory in the home of the drow is a
hopeless proposition. Korgan was last seen burying
his axe in the gullet of a high priestess of Lloth,
laughing as he struck. Dwarven legend immortalized
the image, and his bloodlust is now called a
crusade. History, it seems, finds more heroes than
madmen.


*Viconia deVir*
-Race: Drow Elf
-Sex: Female
-Class: Cleric
-Alignment: Neutral Evil
-Str:10 Dex:19 Con:8 Int:16 Wis:18 Cha:14
-Location: Viconia is found in the Government District.
If you make Viconia leave the party she can be
found again in the Graveyard.
-Biography: When asked about her recent past, Viconia
snarls that it is not your place to know such things
of her. There is still pride in her voice when she
speaks about her Underdark home of Menzoberranzan,
but you get the feeling that there is nothing left
for her there, her family and House most likely
victims of typically vicious Drow "politics". She
has continued in her worship of the Night Goddess
Shar, but that appears to have been the only boon
to her exile. She seems sullen and bitter and has
certainly learned much of the intolerance she must
face while living amongst the surface peoples. Her
natural abilities as a Drow have faded over time,
also contributing to her lost sense of belonging.
-Ending: No longer with (Hero) Viconia went to found
a cult dedicated to Shar in the city of Waterdeep.
One of her followers betrayed her, however, prompting
the slaughter of the whole tainted lot. Shar
admonished Viconia strongly for this, but she was
unrepentant and again wandered the Realms. Viconia
was still formidable, and went on to prevent an
attempt by the Knights of the Shield to take
Calimport, and even worked with Drizzt Do'Urden to
save the elven city of Suldanessalar from a
Zhentarim plot. For this last act, the elves accepted
her, and Queen Ellesime bestowed the highest honors
of the Seldarine, an accolade never before given
to one of her dark kind. Viconia reportedly bowed
once without emotion, and then left. Her fate
remains unknown.
-Romantic (Hero) and Viconia continued adventuring long
Ending: after leaving Tethyr. He became an important
political figure, and she was his trusted
counsel. Eventually Viconia bore (Hero's)
child, which first served to strain their
relationship. The birth, however, changed
her, and she dedicated herself to raising the
boy, teaching him both the ways of the drow
and the ways of (Hero's) people. She marveled
at the understanding in his eyes, but,
unfortunately, didn't live to see him grow.
Viconia was poisoned by a servant of Lloth,
her last words whispered to her loving mate
in private. (Hero) raised his son in private,
and tales vary on the result. Some say they
waged a crusade against the drow, but all
agree the former child of Bhaal never forgot
the love of his dark maiden.


-------------------------------------------------------------------------------

Baldur's Gate 2 - Shadows of Amn

CHAPTER ONE

Prison Dungeon

Irenicus Dungeon Level 1:

You wake up to Imoen releasing you from your cage- You've been
captured,
and mentally tortured as you can slightly

recall..

After you get out of your cage, go and talk to Minsc, the way
to get him
out is to make him mad. Tell him you're leaving him in the
cage, and he'll
get mad and bend the bars, then he'll say that you knew he'd
do that, and
tell you "You're a Smart one"!

After that, go to the small room that is off of to the
Southwest, this is
where you will find a key that allows Jaheira to be freed.
Lots of your
equipment is also on the table and chest. Get it all, and
rest. (It's save)

After you rest, and have had Imoen and Jaheira memorize some
spells (Important) its time to find a way out. Remember that
Imoen is a thief, and you'll need to have her pick some locks,
and detect traps, because there are a few in this map area.

You'll see a few dead bodies in the hallway, follow it to a
room with a huge alter in the middle- its creating Lightning
Mephits, so you'll need to switch this thing OFF (See Map for
switch location) Continuing on, you'll enter another room,
this is where you will meet up with a Genie named Aataqah who
will ask you a riddle, the two answers you can give are either
"Push the button" or "Don't push the button". Either way you
will have to fight something afterward.
If you answer "push the button" an Ogre Mage will spawn who is
worth some good exp so choose that one. The other answer will
just spawn some worthless Gibberlings.
Next, go to the next room down the hallway, where a Sewage
Golem resides.
Tell him that you're his master, and he'll tell you that you
need the
activation stone to 'control' him, allowing him to open the
doors to the central room. Next, you'll see a room with two
clay golems, you need to take these guys out, because later
on, when you enter a private room (Near the Dryads greenery
area, an alarm will sound, and they will come running to
attack you, so kill'em now!

Next, enter the room to the North, and you'll see a tank,
where a creature/ thing named Rielev. He is a product of
Irenicus' evil spell effects. Talk with him. He'll ask you to
kill him, because he's suffering - do it. Take the Energy cell
and the Activation stone that is on the table, among other
items.
Go back to the Sewage Golem and use the Activation Stone, and
have him open up the four doors to the central room. -

You'll get 3000XP for this. You can also use the Energy Cell
to activate 4 of the Water tubes and speak to those creepy
things. You don't have to, but they give you some idea of what
this freak Irenicus is!
Next stop is the Library (See map), you'll encounter some gray
Dwarves here, go directly for the magical user, and the battle
will be won. Remember to pick up the Acorns here, then proceed
to the next room where a guy named Cambion here, trapped in a
magical sphere. Use the machine in the middle of the room to
turn the sphere off, and kill him for 6,000XP!

Now that you've cleared out the outer dungeon, its time to
enter the central room, where an Otyugh is awaiting you. These
things are pretty easy to handle, send everyone up for the
kill. Be warned, there are traps on a few chests here, have
Imoen check for traps first before you go looting! Now
head down the tight hallway and you'll enter an odd wilderness
type room, where 3 Dryads are.
They will tell you about the evil dude, and his name. They ask
you to find
some acorns so they can escape, You should have them already,
so tell them you have them and you'll get 9,500XP for that!
After you've talked to them, talk to them again, and ask for
the Gene Flask. (After visiting the Genie. see below) To the
south is a room that is full of traps, again, have Imoen clear
the way and loot this room. (If you didn't kill those 2 Clay
golems, then they will
be arriving in a minute to attack you since the alarm went
off). In this room, you'll find an Air Elemental Statue and
more goodies. In the Master bedroom, you'll find the Portal
key - this will allow you to use the Portal!

Using the Air Elemental Statue, enter the door that was locked
by the Library.
You'll be in an odd place, where you will end up talking to a
Genie.
He requires his Genie Flask, so that he may be freed. (The 3
Dryads have it).
Once you return, and give it to him, he will give you
Sarevok's Sword of Chaos +2!
You'll also gain a whopping 15,000XP for completing this
quest.

Now that this Dungeon is cleared out, its time to head into
the Portal and on to the 2nd level!

Irenicus Dungeon Level 2:

NPCs in this Map:
Yoshimo (Human/Male - Bounty Hunter)
On the second level, allow Yoshimo to join your Party- He's a
good thief/Bounty Hunter! Search the crates and head Northeast
into a room. As told by Yoshimo, kill the four Elemental
Portals to stop the Mephits coming through 5,000XP each.
You'll now be treated to some dialogue as Jaheira finds
Khalid's desecrated body, and you get to listen to her whine a
bit.. ugh! If you want Jaheira to remain with your group, do
not respond to her in a negative way when she is speaking
about her husband Khalid. If you piss her off, she may leave
your group. So be nice and comforting to her! Head through the
two doors towards the west.
A battle between a Clone and an Assassin will take place, with
the clone winning then attacking you. Kill her for experience
points. Through the East door, go across the bridge (Warning,
there is a trap here, have Imoen Disarm it) and kill the
Duergars. With the Keys/Wands, "activate" each of the pillars
along the western edge to get the wands. All the wands have
one charge left. Loot the statue.
Through the Western door you'll fight a Vampire and Shadow
Thieves - not too tough and probably worth it.

In the Northeast there are two corridors. The North passage
leads through a goblin-guarded Forge to a room containing four
Duergars, minor treasures and the Girdle of Bluntness. The
lower one leads into a room with a division. On the other side
of the division is Frennedan who asks for rescue.

Check the chests for minor treasures and the key. Release him
and he'll follow you.
Go down the Southeastern corridor from the 'Wand' Hallway.
You'll come into an area where three Shadow Thieves challenge
you. Kill them. At this point, Frennedan turns into a Greater
Doppelganger, so kill him and get 3,000XP! Follow the passage
down
and over the bridge. Simply continue along and leave Irenicus'
Dungeon.

Waukeen's Promenade
(Following is a Cut-Scene)
As you exit, you'll see Irenicus killing off lots of Thieves
out in the open,
then you'll fight Irenicus! Some Cowled Wizards will Appear
and arrest Irenicus
and Imoen for illegal use of magic. You'll have to get her
back, but first things
first, explore the area!

NPCs in this Map:

AERIE (Elf Female Cleric/Mage)

The only major thing here besides the Adventurers Mart is the
circus tent.
Talk to the guard outside and say you'll try to end the evil
inside. Inside, answer
the genie on the bridge's riddle as 3 19,500XP. Enter the
tent. Talk to Aerie and
agree to help her free herself. Head West and talk to the
Spider- don't attack it,
the Spider is really an illusion of an Elf. Go over and kill
the peasants (Monsters
that look like Humans). One of them has the sword that will
free Aerie. Give it to
Aerie 18,500XP and let her join. Before you enter the next
area. REST and memorize
spells that Aerie has, then go through the door guarded by the
pleasure slave.
Inside, kill all the monsters and enter the door at the top of
the staircase (the
genie will reappear and give some information). Inside this
circular room, Kalah
will try to kill you, but first he tries to kill Quayle while
some monsters kill you.
Use part members to disrupt Kalah's spell casting, and deal
with the monsters.
Keeping Quayle alive & Killing Kalah will earn you 2,000XP!
Everything will be back
to normal, and Aerie will stay with the group. Take Kalah's
treasure and leave.
Outside, talk to the guard again for a Reputation increase of
+1. Otherwise, the only
obvious thing to do here is shop. There are some distractions
though: On the top floor
of the Den of Seven Vales, there is a group of adventurers.
Be a smart-ass to them and they'll attack you. A tough battle
(the Dwarf has 200 HP!),
but worth it! Search the bodies and chests for some of the
magic items from Baldurs
Gate 1!

Chapter One Concludes, and you're off to the Slums!

CHAPTER TWO

As you enter the Slums, you will be greeted by Gaelan Bayle.
This guy says that he can get Imoen back for you for whopping
20,000 Gold!

The Copper Coronet

NPCs in this Map:

Anomen (Lawful Neutral | Human/Male - Fighter/Cleric)
Nalia (Chaotic Good | Human/Female - Mage/Thief)
Korgan (Chaotic Evil | Dwarf/Male - Fighter/Berserker)


Getting 20,000 Gold is going to take a bit of work (and
fighting),
so you'll need to be hired to do some side quests.
Your first, and best choice will be the 'Copper Coronet'.
Talk to all the people in there, and you'll get some quests to
go on, and as a reward, they will give you gold. There are 3
NPC's in this Tavern as well; Anomen, Nalia and the Chaotic
Evil Korgan! But before you enter, and get any quests, you
should walk around the area a bit, and talk to a few people in
town as well. The Slums map has many buildings to enter, such
as the Copper Coronet, Borinall's House, the Slaver Stockade,
the Planar Sphere, and the Temple of Ilmater. There are some
side quests here too, one is a Slaver's quest, where you must
enter the Copper Coronet and talk with Lehtinan and ask him
about 'other' types of entertainment. Once inside, you'll meet
this guy with a chick, this is the guy that mean old hag is
looking for. If you wanna bust him, then do so. But this hag
will come upstairs and fight the whore and kill her (I let her
live, she was cute... lol). . Anyway, now walk down the
hall, you can now either take the way down to the Slavers
'fighting pit' or talk with the pimplady and even get laid -
Jaheira will NOT allow this, but you can remove her from your
party just to see what happens! Once you reach the Pit area
(Behind it), you'll encounter the Beast Master, along with a
few bears and big kitties. I had Minsc charm 2 of the bears,
and all my other fighters went for the Beastmaster and killed
him. Alright, after you whacked ole' Beastie boy, take his
stuff, then whack off the rest of the guards and go to the
prison cell. Free the kids and the dude named Hendak (The REAL
Hendak), now he'll ask you to help him free all the slaves.
Don't worry if you loose him, just go back to the Copper
Coronet main hall where you talked to the false Hendak,
(Sigh), the REAL one will be there, and tell him you'll go
clear out the slavers in the City now..
Now go back close to the cells again and 2 secret doors should
appear (as pink outlines). One is where a pervert is, another
will take you to the Underground Sewer Maze. Enter there! The
second you appear on the map, you'll be attacked by some
goblins, go for the magic user goblins first.. Kill them and
head down the first hallway, this area opens up into a huge
circular room with a grate in the middle. First you'll have to
dispatch of the Otyugh, Ogre Jelly and Mustard jelly.
Hell, while you're at it, make a peanut butter and jelly
sandwich!! Now with the monsters dead, click on the grate.
You'll be stung by something, but you will receive Vallah's
Hand. Exit the hallway and head south, get the 'Lovers Ring'
and the next hallway has an exit, but it just goes to small
greenery dwelling that a few Mycontids call home. I'd save
before you enter, because they can cast some Charm or
Confusion spells that could harm you or... just annoy you!
Next, go down the hallway till you see a waterway. Go west
till you see the crossover bridge/plank but MAKE SURE
you have someone detect traps, because there are a few on the
plank..
After you disarm them, walk over and kill the Kobolds and grab
the Shaman's Staff.
Go over and talk to the old man named Quallo. Kill his pet
Carrion Crawler and take the Blood sample from it.. Now you
should have the Blood, the Ring, Hand and the Shaman's Staff.
Take all of these to the next area in the northeast. It's a
puzzle. All those items I just spoke of are actually 'keys'
for this puzzle, and the reward for this puzzle is a Lilarcor
+3 2-Handed Sword that talks!

This is the actual order you need to put the items in the
pipes:

Pipe 1: Ring
Pipe 2: Blood
Pipe 3: Hand
Pipe 4: Staff


Head towards the South now, and up the stairs to the Slavers
Boat! Time for some butt-kicking goodness! (Save the Game
before going up the stairs).

The Slavers will attack you the second you get in the room, so
be ready, and go for all the spell casters FIRST. Then take
out the rest of the guys, loot'em and get Haegan's Key and
Telbar's Studded Leather +2. Go into the next room and kill
the Troll, then once he is down, use either a fire or Acid
spell on him to kill him permanently.
If you give the little girl 100 Gold, she will be grateful,
and you will receive a reputation increase of 1. Next, walk
up the stairs and free the 2 kids from their cells, and get
ready for a fight with some slightly powerful wizards. (Save
the game again too).
I sent my Thief in, (Hidden in Shadows), and had a look
around. I went to the left room first, and backstabbed the one
guy that was in there. Then went into the other (Hidden in
Shadows again) and just checked out the area. Go back to your
other people and its up to you now.. You can all rush the
Wizards, or summon some monsters to block the doorway, while
you attack them from air.. Which ever way works for ya.. After
you kill them,
search their bodies, and you'll get a Cloak of Protection +1
and a Wand of Fear.

Now, once you've cleared out all the slavers, and let all the
Slaves go, its time to return to the Copper Coronet main hall,
where the 'Real' Hendak is still. Tell him that you have
killed all the slavers, and freed the slaves, and you'll earn
38,000XP Each, and he'll also throw in 3,900 Gold, a Bastard
Sword +1 / +3 vs. Shape shifters and a set of Plate Mail.

Nalia's Quest:

If you talked with Nalia in the Copper Coronet, and added her
to your party, or agreed to help her, its time to head to the
de'Arnise Hold, (See Map) for some more battles, and some more
goodies! Now, you probably won't have 20,000 Gold yet, so this
quest will help fill the coffers a bit.. Ok, you go to
de'Arnise. Once there, search around the area (Around that
Castle) and you happen upon some dudes, talk to the one called
Captain Arat.
And he'll tell you what's going on here with the Tolls and
such. Afterwards, he'll give you some Fire arrows.

Now, head north and you'll find the secret entrance to the
Keep, once in, you need to pick the lock on the door to gain
entrance, then you fight a Troll. Kill him then find the
secret door and enter it.

* You'll gain 1,400 Experience points per Troll & 12,000XP for
killing Spirit Trolls!
Nice! As you enter, you meet a guy named Daleson. Now before
you start talking, know this: If you are a goodly party, and
like to have a good reputation, be nice to this guy, because
being mean will lower your rep by 4 points! Just deal with him
.

Talk with Daleson and proceed through the set of secret doors
all the way down the hallway. If you have the game set to
hard, you'll fight more Trolls here, now loot the thing
between the lion statues, and return back the way ya came, to
the main area.

Prepare for some battling here, lots of Trolls! What I did was
cast all my powerful spells to get them down, then fireball to
kill them permanently. You can do the ole' trick of summoning
animals or Monsters and use them as fodder while you use Bows
and Slings & Spells . Fun! Boo would approve! Take whatever
you want from the Troll corpses and head out of one of the
main exits, kill the ugly little (heh) Otyugh and run down the
hall and to the left, kill the dogs. Take the chunks of Dog
Meat (lovely..) back down to the kitchen stove and cook the
nasty stuff.. You'll get back a Bowl of Dog Stew back, and
some experience.. Keep it for a future use..

Now, send one of your party members up the stairs to lower the
drawbridge, and return outside with the rest of your party
members, now you'll get some help from the Castle Guards!
After you've finished up, head for the second floor. Once
upstairs, head south and you'll come to a door, go in and
you'll need to battle some more Trolls. Now grab the Keep Key
and make your way back to the hallway.
Next, you will come to a hallway full of secret doors (Pink
outlines) that will lead you up to Glacias. Talk with him, and
just be nice.. This guy is an ass, but all conversation paths
lead to a fight, so take his sorry ass out. His guy is pretty
tough, (120 Hit points), so have your mage use some spells on
him and fighters pummeling him, afterwards, loot the git's
corpse , and go back to the main hallway. Now that you have
the Keep Key, you can enter Lady Delcia's room. Talk with her
and you'll find out that the Trolls are in the basement too.
Now, there are 3 secret rooms off of this one, make sure you
don't mess with the one where the Golems are just yet. (Trust
me, you don't ).
Take the secret door that has a stairway down-to the basement.
Now prepare to fight a lot of baddies here, so you should Save
up in Lady Delcia's room and Rest (I think you can in her
room).Now, to the battle: Now, take care of the Trolls then
give the Thief in your party the Dog Stew and have him/her
hide in shadows and pass by the Umber Hulks and put the Stew
on the Dog bones. This will make the Umber Hulks come back to
munch on the food and create a diversion for you. Instead of
fighting, this diversion tactic will give you 18,500XP!

Now, you can either just ignore the Umber hulks and go for
Torgal, or kill the Umber hulks before you go after Torgal. If
you kill them before, they will not come later to help him
because they're already dead! Or you can do the ole' "Summon
the Monsters to block the doorway" maneuver. (If you didn't
already kill them that is. Anyway, in any event you'll be
fighting Torgal. This guy is also pretty tough (140HP). So
remember to save after the Umber Hulk thing. . To fight
Torgal and win is tricky, but not impossible. Have everyone
just pour onto him, and he'll die.Now, after you have all 3
heads, go to the Forge (Near where the Loin Statues were) and
put all 3 heads in the forge, this will create for you a Flail
called "Flail of the Ages". It's a +3 Flail. After he's dead,
loot him, and then search the base of the Pillar and get all
the goodies there, then head back to the main level.
Now we're going to do the Golem room... this is how you can do
it (one way that is). On your way back up, have all your
characters enter the Courtyard except one. Make sure this
"one" has some haste potions or is a magic user that can caste
haste, have that character enter the Golem room and cast haste
yourself. Then grab the goodies, pause, grab goodies, pause
etc... Then hall ass out back down where you're other
characters are, and leave. You'll get around 40,000XP for
this..

* If your main character (The one YOU created/imported from
BG1) is a Fighter, then you can talk with Nalia, and she will
offer the De'Arnise Hold to you! All you need to do is check
in from time to time and keep the hold in good shape, and
protected.. Later on in the game, you'll get lots of side
quests from being the Owner of this Hold. You will also gain
10,000 Gold when she hands over control of the hold to ya,
then 500 Gold every week there after, so this will help out A
LOT with that 20,000 Gold required to help get Imoen back!

CHAPTER THREE

On your way back to the Slums (going through the city gates) -
- (With all the Cash you have collected), you'll be stopped by
Delon who needs your help in Umar Hills (only if Minsc is in
your group). Listen to his request and offer your help, but
wait until later to complete that quest . When you arrive
in the Slums, a messenger will deliver a request from Quayle
(Aerie's uncle) telling you to return to the Circus when you
can. This quest is optional though, and you should wait a
while to do it... Now head on over to Gaelan Bayle's home,
when you arrive, and speak with him, you'll find out that he's
lowered the fee to 15,000GP!!


(Which will allow you to now buy some goodies at the
Adventurers Mart!!
Pay him, and you'll receive 45,000XP per character, along with
the Shadow Thief Cellar Key. When you leave Gaelan's house and
head for the Thieves Guild in the Docks area. If you don't
have Minsc in your party (to meet Delon), you'll find him in
the center of the Government District near Jan Jansen.

The Docks - The Shadow Thieves
When you enter the thieves guild, you'll be in a very small
room littered with desks, shelves, and chests. Talk to the
thieves that are hanging out here.. Then head to the northern-
most room on the first floor. You'll find a secret door which
leads to the REAL Shadow Thieves Guildhall.

Now head out, going through the secret door...
When you enter the REAL Thieves Guild, have a look around
before passing through the secret door that leads down to Aran
Linvail's living quarters!! Talk with Aran Linvail, and you'll
find out that he has a few small tasks for you to complete
before helping you with Imoen. Accept his offer (Yeah I
know..), and he'll give you an Amulet of Power and a nice
little Ring of Protection +2.

Your first quest will be to meet Mook down by the docks (at
night), (see the Map), after which you'll need to return back
to Aran and tell him what happened. Each character will
receive 28,000XP for completing this quest.
Aran will assign you his second quest, which is to go to the
Five Flagons Tavern (in the Bridge District) and seek out
Jaylos and Caehan on the second floor. When you meet, your
best bet is to take care of them as quickly as possible.
When you do, the Guild Contact will appear and you can kill
him as well. Grab all the loot, some of it is decent quality
and head back to Aran Linvail once again. Each character will
get 28,000XP for completing the quest. Aran's third assignment
is a little larger than the previous two!

The Graveyard
Before going on to finish off Aran Linvail's quest, check out
the Graveyard for the mini-quests that await. First, talk to
the Ghost Boy and you will see that he is in need of a stuffed
bear, to get the Stuffed bear, return to the Copper Coronet
and go up to the back rooms where people rest, you'll meet a
scared dude that tells you he is being haunted by a ghost-Kill
this bastard, and take the stuffed bear with you back to the
Ghost-boy and you'll earn 15,000XP.

Now, talk to Arenthis in the Graveyard.. then find Kamir and
tell him of Arenthis' problem. You'll get 12,000XP just for
making him aware of the person buried alive, and another
3,000XP if you follow him back over to Arenthis.

Now, check out all the other small Crypts, and loot them if
you are that type of party , The fights are in some of
these Crypts are kinda tough, so be careful-especially of the
Mummies.


Bodhi's Underground Dungeon:

When you Enter, you'll be attacked by some Sword Spiders. They
have some wild attacks, but they are susceptible to Hold
spells, so use them! Continue down the path and clear out all
the small groups of Spiders as you go.

When you get to the ugly looking Cocoon building/dwelling,
stop and prepare for a pretty tough fight.. Remember to SAVE
right outside, because you can easily lose this fight if you
choose a bad battle strategy, have several Slow or Neutralize
Poison spells memorized, and casting Haste before entering the
room will help gain some extra attacks that could turn the
tide in the battle..
Pai'Na isn't that tough, she only has a total of 68 Hit
Points, but with the 20 or so Spiders she summons, the battle
can be hard.. Keep Pai'Na busy with a Fighter, and have the
rest of your party attack the Baby Spiders, and get them out
of the way! Their poison acts quickly, so be ready with your
Neutralize poison spell/potions.. Remember to check the floor
and loot the little nook you find. Enter the southern part of
the Dungeon well-rested, and make sure to get your undead
spells set as quick keys. As soon as you cross the Pharaoh's
head, a throng of undead monsters will pop out and ambush your
party. Make sure to disarm the traps in the eyes and hand of
the Pharaoh before continuing on! Pass through the secret door
in the southwest corner of the room, and proceed to clean
house as you continue down the main path. Pick up the few
scattered items, disarm the traps, and then backtrack to the
main room when it's clear.

Continue north until you meet with Haz, and he'll open up the
sealed door so that you may continue. Lassal will appear and
draw you ever deeper into their lair, hoping that his minions
will weaken your party before you reach the inner sanctum.
Take out Vampires quickly, then focus your energy on Tanova
before doing anything else.

With Tanova dead, clean out the rest of the floor before
heading down the stairs and into the inner sanctum. Here, you
will have to battle yet another room full of Vampires, and you
will finally enter Lassal's quarters. He'll flee back upstairs
in the circular-room with the spikes, remember to loot the
area too. Now, head back up the stairs and to the room with
the spikes for your showdown. Lassal only has 67HP, but you'll
earn 8,500XP for killing him.

Once Tanova, Durst, Gellal, and Lassal have been killed, find
the room with the coffins and stake the beasts to exterminate
them for good (you'll get 9,000XP per pop, so make sure you
have enough stakes). When you stake Lassal's coffin (the
bottom one), Bodhi will appear and begin a talking with you...
This will end in an attack, so don't hold back , nail the
Vamp with full strength and your mission will be completed!
Bodhi has 102HP, but she has some critical hit attacks, so be
careful. You won't get any XP for 'almost' killing her,
because she flees.

Return to Aran Linvail and give him with the info you've
learned and you'll get a whopping 50,000XP for EACH character!

Now, on to the Asylum.....

CHAPTER FOUR

The Town of Brynnlaw:

First thing we get to see what Irenicus has been up to all
this time,
testing various things on Imoen (and that also explains why
Bodhi captured all those Shadow Thieves). Then you are taken
across the sea to the town of Brynnlaw, which is a stone's
throw away from the Asylum Spellhold. If you followed the
Shadow Thieves, then Sime will say that she doesn't trust
Saemon, your captain. He does seem suspicious...
If you followed Bodhi, then Bodhi will have Saemon show you
around Town before vanishing into the night. Saemon tells you
to seek the tavern, before ending his tour. He isn't very
motivated.

FIND INFORMATION
Once off the Shadow Thieves ship, Saemon turns traitor and has
someVampires attack you, before vanishing himself. Fight off
the three vampires and Sime will talk to you. She recommends
talking to Sanik in the tavern to discover an entrance to
Spellhold. If you got off Bodhi's Ship, Saemon merely waits by
his ship. He also recommends talking to Sanik in the tavern to
gain entrance to Spellhold. Head out to the Vulgar Monkey
Tavern. It is up one level (seeing as the city is built on
several terraced levels), about in the center of the map (x
2000 y 1550). You will
find Sanik inside, he is dressed as a green mage. Talk with
him. He begins telling you some stuff, but is quickly
assassinated in the name of Guildmistress Galvena. The
innkeeper will then talk with you. He provides some details on
the situation, telling you that Sanik's bride likely knows a
way into Spellhold, but that she would be currently held by
Galvena. This would require getting into the Guild, one way or
the other.

GALVENA'S GUILD:

We can now enter the Guild (x 1080 y 1485) on the first level
of town. However, talk to one of the Courtesan's just outside
the guild and get them to take you inside (which may require
that you buy their services for 100 gold). Once inside, tell
the courtesan that you are there to rescue Claire and they
should leave you alone. Leave that room. You are in the main
hallway, go leftwards. Kill the guards (one has a Halberd +2).
Enter the room to the right of the guards (x 345 y 195), and
search the wardrobe in the back to find Galvena's Key.

Go back to the hall, and enter the last door. Search the jail
until you find Galvena. Tell her that her evil ways are over,
then kill her. (4000 exp) She also has her mage, Vadek, with
her (8000 exp) and they have some minor magical treasures.

PERTH THE ADEPT:

Talk to Claire and she'll agree to take you to see Golin who
may know how to get into the Asylum. (10,000 exp) Golin thanks
you and will even give you 22 gold (2000 exp). He mentions
that only 2 types of people can enter Spellhold, Cowled
Wizards and Magical Deviants. There is one crazy Cowled Wizard
living in town, Perth the Adept who may have a way in. You can
also have the Pirate Captain throw you in there if you prove
to be unstable enough. The best option is to go find Perth and
take his wardstone. You will find Perth's house at the top of
the city (x 3000 y 1200). Perth is apparently being Dominated
by Irenicus as he wants to "test your limits." Interestingly,
Yoshimo tells him that there will no testing with Yoshimo
around, and Perth calls that inconsequential. Hmmm... Perth -
20,000 experience, Wardstone for the Asylum, Book of Infinite
Spells. We can now go to Spellhold (x 3500 y 2).

PIRATE KING:

Alternatively you can go seek the Aid of the Pirate King. Head
up to the pirate king's house, and talk to his door guard (x
1115 y 665). Tell him that Golin sent you and he'll open the
door to the house. You get 38,500 exp for convincing him that
you are crazy. And there is no reason that you can't get
Perth's experience then have the Pirate King commit you.

Trick:
I didn't see a little trick I found when asking the pirate
king to commit you to Spellhold the game auto saves after your
party receives the XP award. So if you load the auto save
after you get into Spellhold, you can talk to him again and
receive the XP award again. You can do this as many times as
you want.

QUEST: Liberate Ginia the Courtesan

Ginia - Brynnlaw (AR 1600, x 3450 y 1700)
Chremy - Brynnlaw (AR 1600, x 1820 y 1450)
Calahan - Brynnlaw (AR 1600, x 1590 y 1740)

At the top right of the city you will meet a woman named Ginia
who was recently forced into prostitution. Instead, she tries
begging instead and says that she has done the deed. Ask her
what the trouble is. You see, Chremy holds her brother
captive, and as long as he does, she is forced to gather money
for him. Agree to help. You will find Chremy to the left of
her. Talk to him. He doesn't see reason (did you think that he
would?), forcing you to kill him.

Interestingly, he has Galvena's Medallion on him, which you
could use to get into Galvena's Guildhall if you wanted. Now
we have to smuggle Ginia out of town. Drop down another level
and find Calahan, the Smuggler. Talk to Calahan and ask him to
get Ginia out of town. For 200 gold he will smuggle them out
to Ulgoth's Beard for you. (2000 exp)
Return to Ginia and tell her the good news (9000 exp).

QUEST: Ason the Little Thief

Ason - Brynnlaw (AR 1600, x 560 y 1170)

In the western part of the city, a young boy will approach you
and swipe 10 gold off of you. He mentions that if he doesn't
steal from you then someone will hit him. This is related to
the above quest about Ginia (Ason is her brother).

OTHER: Pirates

This town is crawling in Pirates. Some will attack you, others
will attack each other. None of them have any good

treasures.

OTHER: Priestess of Umberlee

Temple of Umberlee - Brynnlaw (AR 1600, x y )

Within Brynnlaw there is a temple to the goddess Umberlee.
Makes sense as Umberlee rules the waves. Anyway, you can buy
several interesting objects from her, like a Girdle of
Bluntness, but you can also kill her for no loss of reputation
and 14,000 exp.

SPELLHOLD:

As there are two ways into Spellhold, there are two places you
can end up. If you simply walked to the Asylum using Perth's
Wardstone, you must enter the Asylum on your own. In that case
you enter through the front doors. (x 625 y 1050). If you
asked the Pirate King to have you committed you will find
yourself already inside one of the cell's in the Asylum.
However, you won't stay there long, as soon enough Irenicus
teleports in. You can talk to each of the inmates several
times, and some give you items (gems and worthless scrolls).
If Yoshimo is in your party, he turns traitor. Turns out that
he was working for Irenicus the entire time. Not that he was
actually doing anything to hamper your efforts, but still.
Whether he was in your party or not, the results are the same.
You are drugged and put to
sleep, when you awaken you are in the tube...

THE (ALMOST) FINAL DREAM:

Remember the three dreams that you had in chapters 2 and 3?
Well now is the time for the (near) Final Dream, and this time
you are given control. After listening to Imoen we're on our
way. First thing first, go through the gate to enter the
castle (this is the Dream Candlekeep, and if you didn't play
the first Baldur's Gate, Candlekeep is where that game
started). You will find a Demon barring your way. He wants you
to make a sacrifice to enter. What will you sacrifice?

Your mind -1 INT
Your Health -1 CON
Your agility -1 DEX
Your wits -1 WIS

Give up whatever you can afford to give up (fighters should
drop Wisdom or Intelligence, mages Constitution, etc. Try not
to give up Dexterity whatever class you are). You lose
whatever you chose to lose, and can then enter the castle (x
2000 y 1500). Go to the back of this room to find the dream
Imoen. She tells you to "lead the beast here." Sounds easy
enough. Leave the castle. Go left to find Bhaal (about x 1000
y 1800). Talk to him and get him to chase you. Now return to
the castle, go in and go to Imoen. Don't worry Bhaal will
follow you. Imoen then says she will make it vulnerable.

Attack. Once defeated Bhaal gets irritated.

SPOILER:
The Imoen in your dream is actually your own soul taken form
to help you out. This is why the dream ends with "Imoen"
screaming... your soul has just been sucked out of you.

Maze Beneath Spellhold (AR 1512):

Bodhi was given the task of killing you, and instead she
dumped you in a maze to play with you some more. She says that
she will give you time to escape and stop Irenicus from his
evil plans... Also you can pick up Imoen again (and you really
should, she IS your sister). I assume that Yoshimo turned
traitor to make room for Imoen to return to your party. Due to
the nature of this maze, all the optional items (the riddles
and the portal) have been integrated into the walkthrough.
This is just for convenience sake.


EXPLORE THE MAZE:

Ok, we are in a big evil maze, and need to find the way out.
Don't be afraid to rest. Sure, Bodhi said you are on a clock
but she is an evil vampire who can't be trusted. Go down the
southwest passage, kill whatever is there (for me it was Umber
Hulks and Minotaurs) to find the big statue head (x 750 y
2100). He asks you to find the Builder's Hand. Also you can
search a pot near him for some spells. Back to the beginning.
There are now three directions we can travel:

Northeast, Northwest and Southeast. (we've been southwest) Go
up the northeast passage first, (x 2170 y 1200). There is a
door dead ahead, open it. Kill the Clay Golem within. Then you
can search for treasure (trapped!):

Bag of Holding (container that holds a lot)
Opal Stone (keep this, and don't put it in a container)
Rogue Stone (useful if you want to go in that one Bridge door)
Spells - Prismatic Spray (Mage)
Arrows (etc.)

Go back to the start, then go up the northwest passage (x 1300
y 1210) and open the door to the right (x 1350 y 960).

Kill whatever is in here (Gibberlings). Search the 2
containers in here:
Ruby Stone (don't put this in the gem bag, but keep it) Spear
+3 Magical Arrows (etc.)

RIDDLES:

Head west to the next room (x 760 y 1075) and go in. Welcome
to the riddle room! In the center is a chest full of bizarre
riddly objects. These objects are then placed in the arms of
the statue that they solve the riddle for. Starting from just
left of the door and going around, the riddles are:
Riddle: Answering Object:

At night I come without being fetched, at STAR MEDALLION day I
am gone without being stolen.

No beginning. No end. I am a symbol of the GOLDEN CIRCLET
world's cycles.

Two brothers we are, great burdens we bear, WORN OUT BOOTS all
day we are bitterly pressed; Yet this I will say - we are full
all the day, and empty when we go to rest. Here, in this
place, you swallow me. Yet, were I JAR OF WATER more, I could
swallow you.

I have seen the mountains rise. I have seen the fall of
Netheril. You shall die but still shall I march on: SUNDIAL

To those within the dungeon I am joy. To those fully beneath
my gaze, I can be Hell: SUN MEDALLION

I will save your life but yet can you die by me. I will settle
disputes yet not with words: SWORD MEDALLION

Name me and so shall you break me. GAGGED MAN

Always do I tell the truth, yet cannot speak. Look to me and
see what really is: MIRROR

I have two heads but one body. The more I stand still, the
faster I run: HOURGLASS

Try to defeat me but try in vain. When I win I GRINNING SKULL
end your pain.


Complete all the riddles to get 20,000 experience. Then search
the center chest again to find:

Sapphire Stone (don't put in gem bag, but do keep it) Dusty
Rose Ioun Stone

Open the next door (x 875 y 915), and then open the next door
to the right (x 1033 y 700). This is the second riddle room.
Go up and click each of the faces twice to be teleported into
the center. There you will be asked a riddle. Get it right and
you are rewarded, get it wrong and you are punished. There are
12 faces and 12 corresponding riddles:

Riddle:

Lighter than what I am made of, more of me is Ice hidden than
is seen, I am the bane of the mariner, a tooth within the

sea. Speak my name.

A spirited jig it dances bright, banishing all Fire but
darkest night. Give it food and it will live; give it water
and it will die.

The man who invented it, doesn't want it for himself. A Coffin
The man who bought it, doesn't need it for himself. The man
who needs it, doesn't know it when he needs it.

The life I lead is mere hours or less, I serve all my A Candle
time by being consumed. I am quickest when thin, slowest when
fat, and wind is the bane of the gift that I bring.

The more that there is, the less that you see. Squint Darkness
all you wish when surrounded by me.

They come to witness the night without being called, Stars a
sailor's guide and a poet's tears. They are lost to sight each
day without the hand of a thief.

They follow and lead, but only as you pass. Dress Shadows
yourself in darkest black, and they are darker still. Always
they flee the light, though without the sun there would be
none.

I have holes throughout, from back to front and top A Sponge
to bottom to core. More nothing than something within, and yet
I still hold water.

I am free for the taking through all of your life, Breath
though given but once at birth. I am less than nothing in
weight, but will fell the strongest of you if held.

Alive as you but without breath, as cold in my life as Fish in
my death; never a thirst though I always drink, dressed in a
mail but never a clink.
Of all your possessions, I am the hardest to guard. If A
Secret you have me, you will want to share me. If you share
me, you no longer have me.
I can have no color, though there may be darkness A Hole
within. I have no weight and hold nothing, and if placed in a
container it becomes all the lighter.

When all 12 riddles are answered, then everyone gets 5000
experience points and you receive:

Ring of Regeneration (regenerate 1 HP every 6 seconds)


THE PORTAL:

Go back to the previous passage, and open the other door (x
750 y 800). Fight the monsters in here (Rakshasa and Mephits).
Past them is a big portal. Remember those gems that we
gathered that I told you not to put in your gem bag?

(Opal Stone, Sapphire Stone and Ruby Stone) They are the key
to this portal. Click the portal once and a Greater Wolfwere
appears, twice and a Demon appears, three times and a Djinni
appears and gives you: Doomplate +3 (Plate Mail

AC 0)

LEVEL TWO (AR 1513):

We are done here, so go back to the start, then take the
southeast passage to the next level (x 2100 y 1800). We start
in a room. That is ordinary enough. Just ahead, the room
narrows quite suspiciously. When someone goes through that
narrow, a gate shuts and lots of Umber Hulks appear in this
room and the next. Which means that your party will probably
be split in two for this battle. To avoid this fate, I sent
out a Wizard Eye to scout out the area, it triggered the gate
and left my entire party on one side. You can also have a
thief pick the lock on the gate to open it. Prepare yourself
for a big battle with a Lich. Wander down the passage to the
first door (x 2100 y 1800) and go in it. Here you will find
the aforementioned Lich and his undead buddies (Greater
Mummies and Skeletal Warriors). With Protective Spells active,
you shouldn't lose any people (or if you do, you shouldn't
lose too many). Keep the Liches defenses down by Breaching,
Piercing Magic, etc. Also make sure you have good undead
fighting weapons equipped (Daystar, Mace of Disruption, etc.)

Liches are worth 22,000 experience. After the battle you can
search the pots here for some minor treasures (Cleric's Staff
+3, etc.). Enter the room right here, and search it for
treasure. (spells and gold mostly, as well as some arrows)
Head further down the passage, it turns to the west. Follow it
to thedoor (x 1050 y 2070). Open it to find Dace, a vampire.
This ends in a battle. Kill him and he retreats to his coffin.
Then you stake him to get his Hand (the object we need to
escape this place). If you don't have stakes, then when you go
by the library again, he reappears
inside and tells you that your job is half finished. You can
find a Stake later on in this level when you get to the Kobold
Shamans.

KOBOLDS:

Back to the main passage, then continue north to the next
room. (x 3000 y 1100) I found a Wandering Horror here to
fight. There are also 3 containers in here with spells
(Simulacrum, etc.) and other minor treasures. Open the next
door. In the middle of this room (x 2340 y 515) you will find
a book on a pedestal. Click it twice to turn the page.

Each time you do this it summons forth a "bloodthirsty"
monster:

Kobold Captain
Sword Spider
Umber Hulk
Mind Flayer
Beholder

Treasures:
Ring of Free Action
Spells - Simulacrum
Summon Fiend

Search the wall (x 2030 y 520) for a secret door, open it and
go through. This is the Kobold/Imp room. Past this is the

Crystal Room, which also has the Kobold Witch Doctor. More
Kobolds will appear around the Crystal, and summon forth its
"defenders" (more kobolds... and one xvart looking guy). When
they are dead, you get a Piece of the Crystal.

Go back to the book room, open the door and go up the stairs.

THE GIANT STATUE HEAD:

Go now to the southwest passage again to the big giant statue
head. Talk to it with both the Crystal from the Kobolds and
the Hand from Dace to get it to open the passage. For this
everyone gets 29,500 experience. The head doesn't physically
move, however you can now enter the door behind it. (x 470 y
1890)
FINAL LEVEL (AR 1514):

There are two doors to the right, we want to take the bottom
one (x 630 y 820). Open the secret door to the right (x 820 y
1020). Inside is a switch, click twice to open the secret door
to the left (x 560 y 1020). Within here are a group of trolls
(including one 12,000 exp troll). Search the nearby pot to
find:

2 Mithril Tokens (used later to gain an item)
Spell - Breach
Arrows +2

Back to the passage, and take it down to the next door (x 650
y 1500). There are Minotaurs (3000 exp) in here. Near the door
we came in is a pot:

2 Mithril Tokens (so we have 4 total now)
Spell - Sunfire
Bolts +2
Gold

Open the door at the top of the room (x 1000 y 1450) and go
in. Search the pool in the center of the room to find:

Minotaurs Horn (used much later)
2 Mithril Tokens (6 total)
Mind Flayer Painting

There are 3 statues in this room, each of which has another
"monster" painting. So click on each statue twice to get their
painting. They WILL shoot spells at you, no matter what you
do. Once you have the 4 paintings, head back to the beginning
room. Then open the top door (x 900 y 650), go through the
passage and open that door too.

THE PAINTED DOORS:

This leads to a room full of monsters (for me it was Yuan-ti)
that must be dispatched before anything can be done. There are
then four doors in here, each with a picture of a monster on
it that corresponds with one of the paintings we got. From
left to right:

MindFlayer - 11,000 experience
Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
Spirit Troll - 8000 experience
Katana +2: Malakar (+2 AC vs. Slashing weapons)
Umber Hulk - 10,000 experience
Djinni - 10,000 experience
Bloodstone Amulet

The Umber Hulk door leads to the next passage to go in. There
were a number of Wolfwere's in this passage. Go up and search
the pot (x 2280 y 185):

Gems
Arrows (Bolts and Bullets)
Spell - Phantom Blade

Then enter the room to the right. In this room you will find 3
Clay Golems guarding the one treasure chest there.

Funky. When you take the items from the chest, the door slams
shut and the Clay Golems attack. Make sure you have Blunt
weapons. Then I would kill the Clay Golems first (Fake Talk
works fine) and then unlock and take the treasures:

4 Mithril Tokens (10 total)
Gesen Bow String (final part of the powerful Gesen Bow)
Gem

Back into the passage, now take the southern door (x 2025 y
515). I found a Stone Golem in here. Search the table:

3 Mithril Tokens (13 total)
Gold
Lots and lots of throwing darts and axes
And also search the pot to the left:
2 Mithril Tokens (15 total)
Gems
Throwing Items
Spell - Maze

Open the next door to the south to find the Vending Machine.
This is the reason we are collecting Mithril Tokens.

Depending on how many tokens are put in, you get a treasure:

5 Tokens - Boots of the North (50% cold resistance)
10 Tokens - Boots of Grounding (50% electrical resistance)
15 Tokens - Boots of Speed (Haste permanently on user)
20 Tokens - Jester's Chain +4 (AC 1)

Right now you should have 15 tokens. There are more than can
be found throughout the level. I found the Jester's Chain to
be quite useless, so I would get the Boots of Speed. Then
later come back and spend whatever tokens you have on the
Boots of the North. (If you plan to come back, you should
probably mark it on your map)

THE ORB ROOM:

Go back to the beginning, then back down the bottom passage to
the Minotaur room. (x 933 y 1667) Open the door on the
southeast wall. This passage leads to another door, which
opens up to the Orb Room. There are 4 orbs in here that will
cast a spell on whoever is standing on the mosaic in the
center of the room. From left to right the Orbs cast:

Slow (x 1400 y 1575)
Heal (x 1500 y 1500)
Haste (x 1750 y 1525)
Lightning Bolt (x 1850 y 1600)

A great place to Heal people, but the Haste Orb is probably
more useful. Head up the next passage.

BODHI AND THE (VAMPIRE) SLAYER:

Within the next room is a giant Minotaur statue, some
vampires, and, oh, Bodhi. She has decided to kill you once and
for all, well before you were supposed to meet (at least that
is what I got out of that conversation). A battle breaks out,
but quickly, the main character changes into the Slayer. This
rightly freaks Bodhi out and she flees taking her vampire
cronies with her. Which leaves you as the Slayer, and you
aren't entirely in control of your power. Keep everyone else
in the party away from the Slayer else they might get killed
by it. Your party members will rightly comment on this when
you revert to normal. The Slayer is the Avatar form (mortal
form) of Bhaal and if you are turning into Bhaal... The next
time you rest after this, you turn in the Slayer again, and
chase someone in your party around (possibly the person you
are in a romance with). You may even end out killing them. The
next time you sleep after that, you MAY get the Slayer Dream,
where you gain the ability to change into the Slayer. The cost
of turning into the Slayer is a reputation loss of 2 points.
Also you cannot stay the Slayer for too long else you will
die. (It says "you feel yourself losing control" when it gets
close)

ESCAPE THE DUNGEON:

Open the door to your left (x 1965 y 1150). There will
probably be a Minotaur here to kill. Then search the pool near
the door:

4 Mithril Tokens (19 total)
Spell - Chain Lightning

If you go further up this passage you will find a Gauth (small
green Beholder like creature, worth 9000 exp) and more
Minotaurs. No treasure. Back to the Statue room. Now take the
lower right passage. (x 2330 y 1425) This leads to a small
room with yet more Minotaurs. When they are dead, search the
pot to find:

Minotaur Horn (used on the statue)
2 Mithril Tokens (21 total)
Spell - Limited Wish
Gold
Arrows

You now have all the Mithril Tokens in the game, so you can go
back to the Vending Machine and get whatever you want >from
it. Put the Horns on the Minotaur Statue (everyone gets 29,500
experience) to open the exit. Go out.

THE CHALLENGES:

Oh, but we aren't free yet! You will be in a small circular
room with 6 enemies, goblins and hobgoblins for you to kill.
Once they are dead, the Tester Apparition appears to
administer the test to you. These tests have right and wrong
answers, a right answer makes your life easier (sends you to
an easier area) and a wrong answer makes your life a little
harder. I will document only the easy path (although the hard
path has nothing special in it):

Agree to take the test and you will be teleported to a small
room with a Spore Colony. Kill it. Answer the next question
with 'Splinter,' and be teleported to a room with a table:

Cloak of Reflection (reflects electrical damage back to
source)
Then talk to the Apparitions around the table and answer their
riddles:
Rich have need of it, poor have it: Nothing
Runs as it wills: A River
Dwell with weak, rarely brave: Fear
Shines laughter or tears: Memory

Note: If you messed up the 'table riddlers' last question
(memory) you will be teleported to a room with a machine. The
correct order of the machine is:

1. Mithril
2. Ruby
3. Emerald
4. Sandalwood
5. Jade
6. Onyx

This will get you a Bracers AC 5. (from Redd Barren)

This takes us to the Troll room. Kill the three trolls you
find and take from one of them a Head. Go up and the
Apparition will appear and mention that this room isn't part
of the test. Tell him you'd like to stay. Then put the Head in
the Troll Altar. This gets you the:

Bone Club +2, +3 vs. Undead

Talk to the Apparition to get out. You will then be judged. If
you took the Easy Path (the one I just described) then
everyone in your party gets 51,250 experience points. If you
took a harder path, then he teleports in a Mind Flayer for you
to fight. (Everyone then gets 41,250 experience on the harder
path) There is one thing of Minor Treasure (x 970 y 380), but
nothing important. Leave this area.

ESCAPE FROM SPELLHOLD:

Once you return to the Asylum, you will be met by Saemon (the
captain who brought you to Brynnlaw, if you forgot). He offers
you one sage bit of advice, get the deviant mages to help you
defeat Irenicus.

GAIN ALLIES TO FIGHT IRENICUS:

Avoid the big room in the middle of this area for the moment,
if you go in there you WILL be destroyed by Irenicus

(it's not even a fight! He just kills you!). There are some
minor treasures in a northern room (x 1720 y 550). Open the
door at (x 1400 y 400) and go up the stairs. You will
immediately meet up with Lonk the Sane.

Convince him to free the inmates (one way or another). Then
convince the Inmates that Irenicus should be killed and they
will teleport you into his room downstairs. Quickly a fight
between you and him breaks out. This battle is one of the
larger battles in the game, as not only do you have Irenicus
to face, but soon he summons forth a small army (of clones
that look like your party) to help him. Plus you have allies
in the Deviants (so, if it says "Wanev casts Death Spell on
Mazzy", it means that he is casting that on your evil clone).
Defeat Irenicus and everyone in your party gets 68,500
experience. Irenicus flees, leaving you to face another group
of "murderers". (thieves mostly) If Yoshimo betrayed you, then
he enters the scene after this and will attack you. Kill him
and take his heart. This heart will allow you to undo the Geas
on Yoshimo and give him peace in death.

ESCAPE FROM SPELLHOLD:

Go back upstairs. Follow the passage up and left to find
Saemon again. He says that he wants to help you and that he
knows a way out. You have three options here: one, trust him
and go with him; two, kill him; and three don't kill him and
enter the portal downstairs. Do the first one, trust him and
he will teleport you outside. He goes to town and tells you to
follow. Don't, re-enter the Asylum.

Note: If you take the Portal you will skip the Sahuagin City
(and its wonderful treasures). No matter which you choose, you
will end out in the Underdark eventually. Enter Irenicus'
Office (x 1550 y 1000). There was a Stone Golem here.
Search the dresser for:

Staff of Thunder and Lightning

Search the desk for:
The Complete Journal of Jon Irenicus (parts 1 and 2)
Go into the next room. Search the cabinet on the wall:
Horn of Silence

Then search the drawers south of the bed for:

Rogue Stone

Jon's Key (if you took the portal in the basement, this would
open the secret door, but don't do that) - Leave the

Asylum and head back to Brynnlaw.

ESCAPE FROM BRYNNLAW:

Go to the Vulgar Monkey Tavern and talk to Saemon again. His
ship was destroyed by the pirate lord (who probably had good
reasons for doing that). What he needs is for you to steal the
Pirate Horn for him so that you can steal one of the Pirate
Lord's ships. Without the horn you will not make it out of the
harbor. He offers you the Vorpal Blade in exchange for doing
this. You will find the Horn on the lord's mistress Cayia at
night. Go to Cayia's house (x 615 y 1475) at night, enter.
After listening to Cayia and her current lover's pillow talk,
they call the guards and flee.
Kill the pirates, then search her Table to find the Pirate
Horn (and another Rogue Stone). Leave her house. Read over to
the Pirate Ship (x 1700 y 1900) where a group of pirates will
attempt to enslave you as a rower. Disabuse them of that
notion. Continue east to find Saemon (x 2950 y 2500), and talk
to him. This gets you aboard the ship, but soon the Pirate
Lord tracks you down. There is a bit of a scene, and Deshark,
the Pirate Lord, even kills his own mistress, Cayia. Saemon,
ever courageous asks you to kill Deshark for him. Kill the
pirates and Saemon rewards you with a Silver Blade (part of
the Vorpal Sword!)
The ship casts off...

THE GITHYANKI INCURSION:

Soon the ship is overrun by Giths looking for their sacred
Blade. Although Saemon tries to get a non-violent solution to
this, it isn't meant to be and a battle soon breaks out. You
have a very brief window to kill Saemon, if you want (18,000
experience). Soon this battle is forced to a conclusion when
the Sahuagin capsize the ship sending everyone overboard...


CHAPTER FIVE

Sahuagin City:

Chapter 5 begins when you are taken in front of the Sahuagin
Priestess. At first you cannot understand what they are
saying, but soon they cast a spell that allows you to hear
them. They don't seem hostile (for once). They tell you that
your coming was prophesized (they usually eat surfacers that
they capture). Their city will be destroyed lest you save
them. Go willingly for the moment, as you are best served by
listening.

THE CHALLENGE:

You are brought before their King, who soon enough asks you
whether you are the surfacers of prophecy. It doesn't matter
what you say as they think the same thing of you in any case.
Accept their challenge to fight one of their slaves. You are
set to fight an Ettin, nothing that challenging. Kill it (5000
experience) to prove that you are indeed the prophesized one.
The losing priestess is sacrificed, and you are told about the
Sahuagin Rebels. The King wishes the Rebels to be
exterminated, while the priestess who sponsored you wishes
them to be negotiated with. Agree to the King's demands to
bring back the heart of the Rebel Prince to him. The Priestess
wishes to speak with you before you leave to go do the deed.

Head over to the temple (x 1335 y 225) and you can watch the
losing priestess get sacrificed. Then she gives you a couple
of jobs to do, first retrieve a Tooth from a Drow temple. This
will allow you to leave the city later, and second to try to
get the Rebels back in power within the city. In other words,
to do the opposite of what the King asked you to do. Agree to
do that as well and she gives you an orb that the Prince will
recognize. Now you have a choice of which plots to do, kill
the Prince or kill the King.

THE DROW TEMPLE:

Head down then right (x 1350 y 1900). You will be warned of
Drow in the area. Continue right, then down (careful to

look for traps). You will bump into some spiders. Continue
south and take out the Bone Golem (x 940 y 3470).
Go left (careful to look for traps), then up. Several Imps
here have a game they want you to play in order to get the
Drow treasure. They will create images of 5 famous people of
the realms in front of 5 chests. Each person has a treasure.
What you need to do is gather these treasures, then put them
in the chest behind the person they belong to.

Oh, and this entire platform needs to be deTRAPPED.

Needs: Has: Alustriel - Pendant Elminster's Pipe Drizzt -
Scimitar Piergeiron's Helmet Elminster - Pipe Drizzt's

Scimitar Khelben - Staff Alustriel's Pendant Piergeiron -
Helmet Khelben's Staff

Once all the items are in their proper place, the Imps open
the final chest. For this everyone in your party gets 18,500
experience. Within the chest you will find: Boots of
Etherealness Cloak of Protection +2 Continue up the passage
until a Beholder named Spectator appears. Talk to him. He
doesn't have a great existence as he was set to guard the
treasure chest behind him for 99 years. If you try to take the
items in the chest, he will attack you. But, you need the
item. So, ask him if there's no way that you could see the
item. With a bit of verbal wrangling (either you must have
Cernd, Haer'Dalis, or Edwin in your party or have at least 13
Wisdom yourself) he agrees to let you check inside the chest.
Open it and grab the tooth. Spectator seems disappointed in
it, and leaves. (15,000 exp)
Note: Or you can have anyone with at least 13 Wisdom talk to
the Spectator.

ENTER THE REBEL BASE:

Head all the way north (x 2680 y 50). Then go right until you
reach the stairs (x 4600 y 1200). Don't worry about killing
the rebels on the way there, they're insignificant. Go down
the stairs. Go through this ambush to the doors (x 3700 y
2340). Here you find the Sahuagin Chieftang who will take you
to see the Rebel Prince (if you have the Priestess' Orb, that
is).

SIDE WITH THE PRINCE:

Now you have to make a choice which side to go with. On the
one hand you can go with the Prince's schemes, accept the Fake
Heart and give that to the King. (if you want to do it the
other way, see below) If you have a Monk, I would recommend
siding with the King. Take the Heart over to the King and give
it to him. He does fall for it and would reward you. Then the
Prince and his goons attack the city and you are forced into
combat with the king. Kill the king to get his items:

The Impaler Spear +3, +10 piercing damage Key to Treasury
(etc.)

The Prince then enters and takes control of the city. He then
rewards you for your efforts:
60,500 experience for each person Magical Rope. Go over and
open the treasury (x460 y670) to loot the contents:

Rod of Lordly Might Magical Rope Spell - Protection from the
Elements.

Of course, now you can also double cross the prince and kill
him. That way you can still get the Wave Blade (you could
probably also pickpocket it off him, but Imoen has a horrible
Pickpocket rating, so if you have her, you probably can't do
that).

SIDE WITH THE KING:

Or, you can assault the rebel prince and take his real heart.
He also has some treasure on him:
Wave Blade (part of the Wave Halberd) The Impaler Spear +3,
+10 piercing damage Return to the King with the Heart and he
will take you to the entrance to the Underdark. He also gives
you a fairly generous reward:
Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed combat)
Rod of Lordly Might (can change into different weapons)
Magical Rope 2000 gold 58,500 experience for each character In
case you are wondering, you get nothing for turning in the
Priestess. Also, the King vanishes so you can neither talk to
him again nor double cross him and kill him.